This project explored Delaunay Triangulations as a visual medium for a low-poly aesthetic. I engineered a terrain engine using Delaunay Triangulations with features like procedurally generated rivers and lakes, level-of-detail for vegetation, and terrain topology generation using noise algorithms and Voronoi Diagrams for segmenting biomes and landscape types.
My role:
- Software Engineering.
- 3D design.
Accomplishments:
- Implemented a fully functional terrain engine in Unity3D using Delaunay Triangulations to render a stylized terrain surface.
- Engineered a level-of-detail system for rendering massive amounts of trees using GPU instancing and custom shaders.
- Explored various terrain generation techniques including Perlin Noise, Voronoi Diagrams, erosion algorithms, and A* search for river generation.